The Locust 1E, 3M, and Pirate's Bane are not accessible on the PTS. Will use available Locust variants to test agility. A well placed alpha will destroy a component, if not out right kill a Locust. The added agility helps this light, so long as the pilot maintains Guerrilla warfare (hit-and-fade) tactics to confuse and harass enemy mechs and protect friendly mechs from enemy lights. The 1V, 1M, 3S, and 3V work well as scouts and flank harass mechs. Damage potential is underwhelming without the use of artillery or airstrikes when compared to the 1E, 3M and Pirate's Bane. No noticeable issue with heat on the variants on the PTS. Sustained fire possible without the need to disengage enemy mechs.
50 point heat cap is of course much nicer than than only having 40 points of heat to consume before disengaging from firing upon enemy mechs. Chain firing 4x ERPPCs on a Warhawk feels pretty good on PTS. 2x ERPPC half alpha is fine too, so long as pilots take care to space shots and not apply ghost heat. The 50 point heat cap mitigates sustained fire and will most likely promote hit and fade style play while the pilot waits for heat to dissipate.
Running 2x LPL and 6x MPL on a Super Nova (SNV-1) was quite effective against enemy mechs of all weight classes and by limiting weapons grouping fire to either the LPLs or the MPLs sustained combat without overheat was possible due to the quick cooling effects of being able to stack 18-20 extra heat sinks on the build.
Running 2x Gauss with 6x medium laser based builds will likely see increased usage due to very low heat per fire ratio of gauss ballistics. Timed alphas from these mechs are highly effective at taking down components or outright killing enemy mechs,
similar to their usage on the live MWO server. Edit: Further testing with various 2x Gauss and energy based builds (6x ML, 2x LPL, 6x MPL, 4x ML, 2x ERLL revealed that this build is not overwhelming powerful compared to other assault counterparts. Mechs running high DPS brawl (LBX/SRMs) or long range UAC2/AC2 weapons out performed 2x Gauss with laser variations. The 50 point heat cap limits full alphas, but a pilot can alpha 2x Gauss and 6x ML two times before having to manage heat load.
I personally feel that the 50 point heat cap is fine for most builds and mech weight classes, forcing pilots to rely on weapon grouping and judicious use of full alphas before taking cover. The 40 point heat cap felt highly restrictive for a lot of laser centered builds and it even limited sustained Ultra Auto Cannon, other ballistic weapons, and SRM brawl builds.
Most lights feel underwhelming as an effective harassment platform. Unless it's a Piranha PIR-1 that can sneak into the back side of high tonnage heavies and assaults and rip off a side torso in 2-3 seconds. Lights are getting insta gibbed or having legs nuked off with one well placed alpha from laser based or LBX builds. It's most likely the tonnage difference on PTS; i.e. not much a 1x LPL LCT-1V can do against a 90-100 ton 4x LBX10 assault or 2x LPL, 6x ML laser mechs.
The Jenner IIC feels a lot better to pilot with the added agility and running 6x SRM6s heat load is manageable with weapon grouping and the 50 point heat cap. The Jenner IIC still suffers from its large size (i.e. almost as tall as the Catapult heavy mech). Side torsos and CT get nuked with one well placed enemy alpha (40 points of damage or more), much like the live server...which is why this mech has fallen off from use by most pilots.
Arctic Cheetah feels nice to pilot regarding mobility and agility, but arms, legs, side torsos and center torso are easily wrecked by enemy pilots utilizing high damage full or half alpha weapon groupings.
Overall buffs to agility are good because they help with dodging enemy fire, hit and fade tactics, and poking around cover, but light mech pilots will have to resort to scouting, stealthy, or long range play in order be effective on the battlefield. Flanking and light packs (2-4 lights working on isolated mechs) will probably still be highly effective at taking down larger tonnage mechs with close quarter brawl weapons like small pulse, medium pulse and SRMs. Solo ECM and Stealth Armor lights will most likely remain effective tools for scouting, flanking, and harassment against isolated enemy mechs.
Edited by Tekamen, 26 August 2018 - 07:55 PM.